Sorry, it didn't. I was able to "sell" my pre-built pulse lasers and other optional stuff but not anything from core.Did it work this time?
IME with my own carrier even without having outfitting installed I can store a core module which automagically buys and installs an E-rated module from "thin air"--same for station outfitting when they don't carry suitable modules.
Problem with prebuilt ships seems to be that you can't sell a normal core module, you can only store them with auto-buying an E-rated replacement, and you can't store a prebuilt ship module, you have to sell it. What a nice little catch-22 here![]()
Yes, the workaround is to buy a different module for the slot — then the pre-built module will be auto-sold for 0 credits.I have my hardpoints loaded, boosters, and shields but can't go anywhere with E-grade core internals. Given the message in the outfitting window about not being able to replace pre-built core internals, this might require a client-side fix.
Edit: Update from Lauren, here: https://forums.frontier.co.uk/threads/python-mk-ii-modules-known-issue.625170/
Exploration involves surface scans, too — and that definitely benefits from the SCO.If you can buy the SCO for credits, then the "long grind" will be no different to if you were engineering the FSD on a new ship. That side of it doesn't bother me at all, it's the fact there's now almost zero reason to buy a standard FSD as the only people who won't benefit from the SCO are long range explorers without a Fleet Carrier.
I'm perfectly okay with this. Better technology supersedes old and all that... or, from a gaming perspective, the better QOL & fun of SCO should trump concerns of keeping the 'old way' viable.If you can buy the SCO for credits, then the "long grind" will be no different to if you were engineering the FSD on a new ship. That side of it doesn't bother me at all, it's the fact there's now almost zero reason to buy a standard FSD as the only people who won't benefit from the SCO are long range explorers without a Fleet Carrier.
So you say that lifetime expansion pass owners has to still pay ARX to get early access?Hi all,
First of all I want to apologise for the delay in getting patch notes out to you, Previously these have always been released as maintenance starts and today was an exception, rather than a new way of working.
With that in mind, Update 18.04 is now live, you can read more about whats new and changing here:
![]()
Update 18.04 and the Python Mk II are now available - Elite Dangerous
Greetings Commanders! Update 18.04 is now available for Elite Dangerous, bringing with it our newest Elite Dangerous spacecraft, the Python Mk II! Thi...www.elitedangerous.com
A link to the full patch notes can be found here: https://www.elitedangerous.com/update-notes/4-0-18-04
So you say that lifetime expansion pass owners has to still pay ARX to get early access?
Well only if they're hundreds of Ls away. I thought the heat effects might be enough for damage to be a worry for those without an easy way to repair, but actually it seems they're not. So there is no downside to the SCO drives.Exploration involves surface scans, too — and that definitely benefits from the SCO.
Things getting better is fine. But the new SCO drives have a longer jump range than the old v1 FSDs, and the added bonus of faster SC travel. With the reduced Heat output there is literally no downside to them. So it's not so much that they're better but compromises have to be made, they just straight up make old FSDs redundant in one day.I'm perfectly okay with this. Better technology supersedes old and all that... or, from a gaming perspective, the better QOL & fun of SCO should trump concerns of keeping the 'old way' viable.
I wouldn't dislike older FSDs retaining a higher integrity or slightly improved fuel economy, though.
I think Sirius should just swallow their pride, pay Achilles for licencing and start producing SCO drives, too, phasing out the legacy FSD-s completelyThings getting better is fine. But the new SCO drives have a longer jump range than the old v1 FSDs, and the added bonus of faster SC travel. With the reduced Heat output there is literally no downside to them. So it's not so much that they're better but compromises have to be made, they just straight up make old FSDs redundant in one day.
Yes !On a side note, Apex should run and refit their fleet with SCO drives. Even if it results a rate hike--worth it!
As for redundancy--well, E-rated module and hull reinforcements and H-rated SRV hangars
I just put my SRV hangars to power priority 5 and shut them off completely when thrusters are online, that is, when not landedin one of my really power hungry ships i had to resort to have H--rated srv hangar and e rated life support![]()
I wonder if you meant kLs, because planets are usually at least a few hundred Ls from one anotherWell only if they're hundreds of Ls away.Exploration involves surface scans, too — and that definitely benefits from the SCO.
Yes — my point, too. And I agree that making a module effectively obsolete feels a bit wrong in a game, even if it is more realistic than a decisive majority of things in EDI thought the heat effects might be enough for damage to be a worry for those without an easy way to repair, but actually it seems they're not. So there is no downside to the SCO drives.
Ok, I'll answer my own question, I think I know what's going on. I've done maybe a dozen hyperjumps and some supercruising and now I can repair the paintwork. The cost would be 1 cr. Because I can't repair integrity, the damage is still under 1 cr. Tough ship.Love the new Python. But I don't know what's happening with ship integrity and paintwork. I have them both at 99 % (only flown a bit) but I can't repair them.
Good riddance to slow rubbish.Shame that the changes to the SCO have effectively made standard FSDs obsolete now, but it is what it is.